Maze's End

Legality

Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Mythic Rare
Promo Set (000) Rare

Combos Browse all

Maze's End

Land

Maze's End enters the battlefield tapped.

: Add to your mana pool.

, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

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Maze's End Discussion

Darkshadow327 on Card creation challenge

2 weeks ago

Ya, I knew about Maze's End, I based him off that card because I feel like he has the ability to somehow control the guilds and basically become ruler of Ravnica. Making him the ultimate power and winning the game. I really couldn't come up with a + ability, so I kind of went with the exile theme from hour of devastation.

TypicalTimmy on Card creation challenge

2 weeks ago

My honest opinion, since you specifically called me out to ask?

His +1 is stupidly broken. Even for a Bolas Planeswalker, you are at minimum exiling 3 permanents just because he's Grixis. On maybe an ultimate that'd be fine, but for a +1? You might as well just go:

+1 You win the game.

His -2 feels oddly balanced, but not for the right reasons. See, gaining control of something should be -3 or -4, but with the multicolored restriction you cut down a lot of potential targets. I mean a LOT of potential targets. So... that one feels okay. Not because it's "good", but because it's broken in such a way that it sort of fixes itself.

His -9 is also already a card. Maze's End. So, if this is a win condition you want to set up in your game, cool. More power to ya. That gives you 8 cards of this win condition in a Modern deck, or 2 cards in an EDH deck. Only problem with that is... for the amount of mana, time, and effort put into a Bolas 'walker, there's better cards to play.

Also, 10 lands all of different names, all that enter tapped, is a straight up suicide play. Honestly ask yourself, do you often play games long enough that you even hit 10 lands?

I'm not trying to be rude here. Please understand that. You asked my opinion, so here it is.

BUT!! I do believe in being honest and fair. So how about we try to rebuild this guy for you :)


Nicol Bolas, Ruler of the Guilds

Legendary Planeswalker - Bolas

+2 Exile an amount of non-land, non-token permanents with total converted mana cost 5 or less. You lose 2 life for each permanent exiled in this way.

-2 Gain control of target multicolored creature. Untap it, it gains haste.

-11 For each opponent, gain control of one of each differently named land they control. They then sacrifice the rest. Untap those lands. Until end of turn, you may cast spells from your hand without paying their mana cost.

5


So now you've got a Bolas who can wreak absolute devastation across the board, but you lose tons of life from it. Think of it this way; You COULD get rid of their 2-drop and their 3-drop and lose 4 life. You could also get rid of their annoying 5-drop enchantment and lose 2 life. Choice is yours. The -2 was good, so I kept it the same and added onto it.

But that newly made -11 is a think of beauty. Not only do you bring their game to a complete standstill, you now cast your entire hand FOR FREE. This gives you tons and tons of unused mana for X-cost spells, for abilities, or whatever.

Hope you like it :D


I guess this card technically fulfills the challenge we both issued, despite being a Planeswalker. Original challenge asked it not to be one.

So I'm going to say wild card. If you feel like the challenge has not been met, meet it. If you feel like it has, go ahead and make whatever you'd like.

TypicalTimmy on Card creation challenge

2 weeks ago

My honest opinion, since you specifically called me out to ask?

His +1 is stupidly broken. Even for a Bolas Planeswalker, you are at minimum exiling 3 permanents just because he's Grixis. On maybe an ultimate that'd be fine, but for a +1? You might as well just go:

+1 You win the game.

His -2 feels oddly balanced, but not for the right reasons. See, gaining control of something should be -3 or -4, but with the multicolored restriction you cut down a lot of potential targets. I mean a LOT of potential targets. So... that one feels okay. Not because it's "good", but because it's broken in such a way that it sort of fixes itself.

His -9 is also already a card. Maze's End. So, if this is a win condition you want to set up in your game, cool. More power to ya. That gives you 8 cards of this win condition in a Modern deck, or 2 cards in an EDH deck. Only problem with that is... for the amount of mana, time, and effort put into a Bolas 'walker, there's better cards to play.

Also, 10 lands all of different names, all that enter tapped, is a straight up suicide play. Honestly ask yourself, do you often play games long enough that you even hit 10 lands?

I'm not trying to be rude here. Please understand that. You asked my opinion, so here it is.

BUT!! I do believe in being honest and fair. So how about we try to rebuild this guy for you :)


Nicol Bolas, Ruler of the Guilds

Legendary Planeswalker - Bolas

+2 Exile an amount of non-land, non-token permanents with total converted mana cost 5 or less. You lose 2 life for each permanent exiled in this way.

-3 Gain control of target multicolored permanent. Untap it, it gains haste.

-11 For each opponent, gain control of one of each differently named land they control. They then sacrifice the rest. Untap those lands. Until end of turn, you may cast spells from your hand without paying their mana cost.

5


So now you've got a Bolas who can wreak absolute devastation across the board, but you lose tons of life from it. Think of it this way; You COULD get rid of their 2-drop and their 3-drop and lose 4 life. You could also get rid of their annoying 5-drop enchantment and lose 2 life. Choice is yours. The -2 was good, so I kept it the same and added onto it. Increased it to -3 for the Haste.

But that newly made -11 is a think of beauty. Not only do you bring their game to a complete standstill, you now cast your entire hand FOR FREE. This gives you tons and tons of unused mana for X-cost spells, for abilities, or whatever.

Hope you like it :D


I guess this card technically fulfills the challenge we both issued, despite being a Planeswalker. Original challenge asked it not to be one.

So I'm going to say wild card. If you feel like the challenge has not been met, meet it. If you feel like it has, go ahead and make whatever you'd like.

Magnivore on The Maze Ith in Your Mind

1 month ago

No Maze's End? Flavor fail. Downvoted.

Real note though, in your last paragraph you don't need to attack with Taigam, Ojutai Master to make your spells unable to be countered. Also, you won't successfully resolve your Chronatog Totem if Dovescape is out.

Darkshadow327 on Next "EDH Tribal Series" Tribe

1 month ago

Adamram1985

LOL, that sounds like a funny idea. Could also use guildgates and Maze's End as an alternate win-con.

SteelSentry on Homebrew Suggestions?

1 month ago

Run 5 color win conditions. You get Maze's End, Door to Nothingness, and the ability to run any "you win the game" card you want. My favorite is Barren Glory and Obliterate or put it under an O-ring and Apocalypse. Atogatog and his friends help eat everything on your side of the board.

Boza on God Gates: Interactive Design Project

1 month ago

I have not really thought that Gate could be problematic, I completely forgot about Maze's End. I do like the Lair rider and restriction. Ramping for a blue land at the cost of 2 life seems incredibly out of color pie.

cdkime on God Gates: Interactive Design Project

1 month ago

I agree with Boza's criticisms, and wanted to add some more of my own.

Having the Gate suptype is incredibly problematic, particularly given the power level you've presented. Gatecreeper Vine means you can really easily find your overpowered Gates.

I'm also not a fan with how these interact with Maze's End. That's a fun little deckbuilding card, made all the more challenging by the fact there are only ten Gates, and all of then enter tapped. Making that particular alternate win condition a bit easier leaves a bad taste in my mouth.

If you want to make a cycle of these lands, I might consider using the Lair subtype instead--it's an already established subtype, with no existing interactions. Further, the lair's ETB ability is somewhat unique, and would be a strong way to address the power of these cards.

I'm not sure I'm a fan of using the word "God" in the subtype either, as it already exists as a creature subtype.

Based on the above, here would be my creation:

Lair of the Island God

Legendary Land - Divine Lair

When Lair of the Island enters the battlefield, sacrifice it unless you return an Island you control to its owner's hand.

: Add .

, Pay 2 life: Search your library for an Island card, put it onto the battlfield tapped, then shuffle your library.

, : Return target creature with a power or toughness of X or less to its owner's hand, where X is the number of Divine Lairs and Islands you control.


To walk through my thought process:

  • Divine Lair was used for the reasons delineated above--to avoid using a creature subtype and avoid interactions with old cards, while keeping the flavour.
  • Returning an island to your hand seems flavourful--the God is making his home on one of your previous lands.
  • It adds mana.
  • It has the ability to pump its last ability and provide some mini-ramp. My thought on this flavourfully was that you're giving a tithe to the god (life), and its influence is spreading.
  • It has a nifty little ability that cares about the number of Divine Lairs and Islands you control.

I think this provides some utility in the early game, and can be a powerful card later on. I don't think there's any point in the game where it is too broken--which, considering lands can't be countered, seems reasonable.

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